// Copyright 2022-2023 The Open Brush Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//      http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

using UnityEngine;

namespace TiltBrush
{
    public class PassthroughManager : MonoBehaviour
    {
        void Start()
        {
#if OCULUS_SUPPORTED
            var passthrough  = gameObject.AddComponent<OVRPassthroughLayer>();
            passthrough.overlayType = OVROverlay.OverlayType.Underlay;
            App.VrSdk.m_OvrManager.shouldBoundaryVisibilityBeSuppressed = true;
#endif // OCULUS_SUPPORTED
        }

        void OnDestroy()
        {
#if OCULUS_SUPPORTED
            App.VrSdk.m_OvrManager.shouldBoundaryVisibilityBeSuppressed = false;
#endif
        }
    }
}
